The Energy Domain

The Sphere of Energy is extremely dynamic.  Energy seeks to create more energy and activity and, as such, is closely tied to the element of fire and the Chaotic alignment.  Energy consumes Matter, slows Time and stimulates Thought. It is opposed to Matter's attempt to control it, Thought's attempts to define it and Time's attempts to outlast it.

Energy Domain Spells

Level Spells
1st Flame Blade, Thunderwave
3rd Scorching Ray, Shatter
5th Fireball, Lightning Bolt
7th Ice Storm, Fire Shield
9th Animate Objects, Flame Strike

Bonus Cantrip

At 1st level, you gain the Shocking Grasp Cantrip if you do not already know it.


When you choose this Domain at 1st level, you complete a long rest in 4 hours rather than 8.

Channel Divinity: Alter Energy

Starting at 2nd level, you can use your Channel Divinity to alter the world of energy around you.  If a spell has an energy damage type you may alter it to any other energy damage type, such as Cold, Fire, Thunder, Lightning or Radiant.  You may do so for any spell cast by you or any spell cast by another (as a reaction).  You may also intensify or deintensify the energy of any such spell cast by you or by another either increasing or decreasing any damage caused by such spell by 2 per die of damage. 

Divine Swiftness

Starting at 6th level, you may channel divine energy directly into your body.  For 1 turn your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.


Starting at 17th level when you cast a damaging spell, you cannot roll  less than a 3 on any of the dice. Treat all rolls of the dice lower than that as roll  of 3.

The Energy Domain

Fury of the Immortals DNDENCDM